gnome-shell/js/ui/workspaces.js
Dan Winship 54337ee6a9 Two dragging-related fixes
- Don't let the user grab a moving window or we'll get dueling tweens.
    - Update _overlappedMode each time _positionWindows is called

svn path=/trunk/; revision=170
2009-01-29 21:20:37 +00:00

1043 lines
40 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
const Tweener = imports.tweener.tweener;
const Clutter = imports.gi.Clutter;
const Gtk = imports.gi.Gtk;
const Lang = imports.lang;
const Pango = imports.gi.Pango;
const Signals = imports.signals;
const Main = imports.ui.main;
const Overlay = imports.ui.overlay;
const Panel = imports.ui.panel;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Big = imports.gi.Big;
const GdkPixbuf = imports.gi.GdkPixbuf;
// Windows are slightly translucent in the overlay mode
const WINDOW_OPACITY = 0.9 * 255;
const FOCUS_ANIMATION_TIME = 0.15;
const SNAP_BACK_ANIMATION_TIME = 0.25;
const WINDOWCLONE_BG_COLOR = new Clutter.Color();
WINDOWCLONE_BG_COLOR.from_pixel(0x000000f0);
const WINDOWCLONE_TITLE_COLOR = new Clutter.Color();
WINDOWCLONE_TITLE_COLOR.from_pixel(0xffffffff);
const FRAME_COLOR = new Clutter.Color();
FRAME_COLOR.from_pixel(0xffffffff);
// Define a layout scheme for small window counts. For larger
// counts we fall back to an algorithm. We need more schemes here
// unless we have a really good algorithm.
// Each triplet is [xCenter, yCenter, scale] where the scale
// is relative to the width of the workspace.
const POSITIONS = {
1: [[0.5, 0.5, 0.8]],
2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]],
5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]]
};
// Spacing between workspaces. At the moment, the same spacing is used
// in both zoomed-in and zoomed-out views; this is slightly
// metaphor-breaking, but the alternatives are also weird.
const GRID_SPACING = 15;
const FRAME_SIZE = GRID_SPACING / 3;
function Workspace(workspaceNum) {
this._init(workspaceNum);
}
Workspace.prototype = {
_init : function(workspaceNum) {
let me = this;
let global = Shell.Global.get();
this.workspaceNum = workspaceNum;
this.actor = new Clutter.Group();
this.scale = 1.0;
let windows = global.get_windows().filter(this._isMyWindow, this);
// Find the desktop window
for (let i = 0; i < windows.length; i++) {
if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) {
this._desktop = this._makeClone(windows[i]);
break;
}
}
// If there wasn't one, fake it
if (!this._desktop)
this._desktop = this._makeDesktopRectangle();
let metaWorkspace = global.screen.get_workspace_by_index(workspaceNum);
this._desktop.connect('button-press-event',
function(actor, event) {
metaWorkspace.activate(event.get_time());
Main.hide_overlay();
});
this.actor.add_actor(this._desktop);
// Create clones for remaining windows that should be
// visible in the overlay
this._windows = [this._desktop];
for (let i = 0; i < windows.length; i++) {
if (this._isOverlayWindow(windows[i])) {
this._addWindowClone(windows[i]);
}
}
this._removeButton = null;
this._visible = false;
this._frame = null;
},
// Checks if the workspace is empty (ie, contains only a desktop window)
isEmpty : function() {
return this._windows.length == 1;
},
// Change Workspace's removability.
setRemovable : function(removable, buttonSize) {
let global = Shell.Global.get();
if (removable) {
if (this._removeButton)
return;
this._removeButton = new Clutter.Texture({ width: buttonSize,
height: buttonSize,
reactive: true
});
this._removeButton.set_from_file(global.imagedir + "remove-workspace.svg");
this._removeButton.connect('button-press-event', Lang.bind(this, this._removeSelf));
this.actor.add_actor(this._removeButton);
this._adjustRemoveButton();
this._adjustRemoveButtonId = this.actor.connect('notify::scale-x', Lang.bind(this, this._adjustRemoveButton));
if (this._visible) {
this._removeButton.set_opacity(0);
Tweener.addTween(this._removeButton,
{ opacity: 255,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
}
} else {
if (!this._removeButton)
return;
if (this._visible) {
Tweener.addTween(this._removeButton,
{ opacity: 0,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad",
onComplete: this._removeRemoveButton,
onCompleteScope: this
});
} else
this._removeRemoveButton();
}
},
_adjustRemoveButton : function() {
this._removeButton.set_scale(1.0 / this.actor.scale_x,
1.0 / this.actor.scale_y);
this._removeButton.set_position(
(this.actor.width - this._removeButton.width / this.actor.scale_x) / 2,
(this.actor.height - this._removeButton.height / this.actor.scale_y) / 2);
},
_removeRemoveButton : function() {
this._removeButton.destroy();
this._removeButton = null;
this.actor.disconnect(this._adjustRemoveButtonId);
},
// Mark the workspace selected/not-selected
setSelected : function(selected) {
if (selected) {
if (this._frame)
return;
// FIXME: do something cooler-looking using clutter-cairo
this._frame = new Clutter.Rectangle({ color: FRAME_COLOR });
this.actor.add_actor(this._frame);
this._frame.set_position(this._desktop.x - FRAME_SIZE / this.actor.scale_x,
this._desktop.y - FRAME_SIZE / this.actor.scale_y);
this._frame.set_size(this._desktop.width + 2 * FRAME_SIZE / this.actor.scale_x,
this._desktop.height + 2 * FRAME_SIZE / this.actor.scale_y);
this._frame.lower_bottom();
this._framePosHandler = this.actor.connect('notify::x', Lang.bind(this, this._updateFramePosition));
this._frameSizeHandler = this.actor.connect('notify::scale-x', Lang.bind(this, this._updateFrameSize));
} else {
if (!this._frame)
return;
this.actor.disconnect(this._framePosHandler);
this.actor.disconnect(this._frameSizeHandler);
this._frame.destroy();
this._frame = null;
}
},
_updateFramePosition : function() {
this._frame.set_position(this._desktop.x - FRAME_SIZE / this.actor.scale_x,
this._desktop.y - FRAME_SIZE / this.actor.scale_y);
},
_updateFrameSize : function() {
this._frame.set_size(this._desktop.width + 2 * FRAME_SIZE / this.actor.scale_x,
this._desktop.height + 2 * FRAME_SIZE / this.actor.scale_y);
},
// Reposition all windows in their zoomed-to-overlay position. if workspaceZooming
// is true, then the workspace is moving at the same time and we need to take
// that into account
_positionWindows : function(workspaceZooming) {
let global = Shell.Global.get();
this._overlappedMode = !((this._windows.length-1) in POSITIONS);
for (let i = 1; i < this._windows.length; i++) {
let clone = this._windows[i];
let [xCenter, yCenter, fraction] = this._computeWindowPosition(i);
xCenter = xCenter * global.screen_width;
yCenter = yCenter * global.screen_height;
let size = Math.max(clone.width, clone.height);
let desiredSize = global.screen_width * fraction;
let scale = Math.min(desiredSize / size, 1.0);
let tweenProperties = {
x: xCenter - 0.5 * scale * clone.width,
y: yCenter - 0.5 * scale * clone.height,
scale_x: scale,
scale_y: scale,
time: Overlay.ANIMATION_TIME,
opacity: WINDOW_OPACITY,
transition: "easeOutQuad",
onComplete: this._onCloneAnimationComplete,
onCompleteScope: this,
onCompleteParams: [clone]
};
// workspace_relative assumes that the workspace is zooming in our out
if (workspaceZooming)
tweenProperties['workspace_relative'] = this;
Tweener.addTween(clone, tweenProperties);
clone._animationCount++;
}
},
// Remove a window from the workspace - this is called to fix up the visual
// display for changes to the window state that have already been made
removeWindow : function(win) {
// find the position of the window in our list
let index = - 1;
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i].realWindow == win) {
index = i;
break;
}
}
if (index == -1)
return;
let clone = this._windows[index];
this._windows.splice(index, 1);
clone.destroy();
if (clone.cloneTitle)
clone.cloneTitle.destroy();
// Adjust the index property for later windows
for (let j = index; j < this._windows.length; j++) {
this._windows[j].index--;
}
this._positionWindows();
},
// Add a window from the workspace - this is called to fix up the visual
// display for changes to the window state that have already been made.
// x/y/scale are used to give an initial position for the window (if the
// window was dropped on the workspace, say) - the window will then be
// animated to the final location.
addWindow : function(win, x, y, scale) {
let clone = this._addWindowClone(win);
clone.x = x;
clone.y = y;
clone.scale_x = scale;
clone.scale_y = scale;
this._positionWindows();
},
// Animate the full-screen to overlay transition.
zoomToOverlay : function() {
// Move the workspace into size/position
this.actor.set_position(this.fullSizeX, this.fullSizeY);
Tweener.addTween(this.actor,
{ x: this.gridX,
y: this.gridY,
scale_x: this.scale,
scale_y: this.scale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
// Likewise for each of the windows in the workspace.
this._positionWindows(true);
this._visible = true;
},
// Animates the return from overlay mode
zoomFromOverlay : function() {
Tweener.addTween(this.actor,
{ x: this.fullSizeX,
y: this.fullSizeY,
scale_x: 1.0,
scale_y: 1.0,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
for (let i = 1; i < this._windows.length; i++) {
let window = this._windows[i];
if (window.cloneTitle)
window.cloneTitle.hide();
Tweener.addTween(window,
{ x: window.origX,
y: window.origY,
scale_x: 1.0,
scale_y: 1.0,
workspace_relative: this,
time: Overlay.ANIMATION_TIME,
opacity: 255,
transition: "easeOutQuad",
onComplete: this._onCloneAnimationComplete,
onCompleteScope: this,
onCompleteParams: [window]
});
window._animationCount++;
}
this._visible = false;
},
// Animates grid shrinking/expanding when a row or column
// of workspaces is added or removed
resizeToGrid : function (oldScale) {
Tweener.addTween(this.actor,
{ x: this.gridX,
y: this.gridY,
scale_x: this.scale,
scale_y: this.scale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
},
// Animates the addition of a new (empty) workspace
slideIn : function(oldScale) {
let global = Shell.Global.get();
if (this.gridCol > this.gridRow) {
this.actor.set_position(global.screen_width, this.gridY);
this.actor.set_scale(oldScale, oldScale);
} else {
this.actor.set_position(this.gridX, global.screen_height);
this.actor.set_scale(this.scale, this.scale);
}
Tweener.addTween(this.actor,
{ x: this.gridX,
y: this.gridY,
scale_x: this.scale,
scale_y: this.scale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
this._visible = true;
},
// Animates the removal of a workspace
slideOut : function(onComplete) {
let global = Shell.Global.get();
let destX = this.actor.x, destY = this.actor.y;
if (this.gridCol > this.gridRow)
destX = global.screen_width;
else
destY = global.screen_height;
Tweener.addTween(this.actor,
{ x: destX,
y: destY,
scale_x: this.scale,
scale_y: this.scale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad",
onComplete: onComplete
});
this._visible = false;
},
destroy : function() {
this.actor.destroy();
this.actor = null;
},
// Tests if @win belongs to this workspaces
_isMyWindow : function (win) {
return win.get_workspace() == this.workspaceNum ||
(win.get_meta_window() && win.get_meta_window().is_on_all_workspaces());
},
// Tests if @win should be shown in the overlay
_isOverlayWindow : function (win) {
let wintype = win.get_window_type();
if (wintype == Meta.WindowType.DESKTOP ||
wintype == Meta.WindowType.DOCK)
return false;
return !win.is_override_redirect();
},
// Create a clone of a window to use in the overlay.
_makeClone : function(window) {
let clone = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
reactive: true,
x: window.x,
y: window.y });
clone.realWindow = window;
clone.origX = window.x;
clone.origY = window.y;
return clone;
},
// Create a clone of a (non-desktop) window and add it to the window list
_addWindowClone : function(win) {
let clone = this._makeClone(win);
clone.connect('button-press-event',
Lang.bind(this, this._onCloneButtonPress));
clone.connect('button-release-event',
Lang.bind(this, this._onCloneButtonRelease));
clone.connect('enter-event',
Lang.bind(this, this._onCloneEnter));
clone.connect('leave-event',
Lang.bind(this, this._onCloneLeave));
clone.connect('motion-event',
Lang.bind(this, this._onCloneMotion));
clone._havePointer = false;
clone._inDrag = false;
clone._buttonDown = false;
clone.index = this._windows.length;
// We track the number of animations we are doing for the clone so we can
// hide the floating title while animating. It seems like it should be
// possible to use Tweener.getTweenCount(clone), but that annoyingly only
// updates after onComplete is called.
clone._animationCount = 0;
this.actor.add_actor(clone);
this._windows.push(clone);
return clone;
},
// Create a texture for the desktop background, used in the case
// where there is no desktop window
_makeDesktopRectangle : function() {
let global = Shell.Global.get();
// In the case when we have a desktop window from the file
// manager, its height is full-screen, i.e. it includes the
// height of the panel, so we should not subtract the height
// of the panel from global.screen_height here either to have
// them show up identically.
let desktop = new Clutter.Rectangle({ color: global.stage.color,
reactive: true,
x: 0,
y: 0,
width: global.screen_width,
height: global.screen_height });
desktop.origX = desktop.origY = 0;
return desktop;
},
_computeWindowPosition : function(index) {
// ignore this._windows[0], which is the desktop
let windowIndex = index - 1;
let numberOfWindows = this._windows.length - 1;
if (numberOfWindows in POSITIONS)
return POSITIONS[numberOfWindows][windowIndex];
// If we don't have a predefined scheme for this window count,
// overlap the windows along the diagonal of the workspace
// (improve this!)
let fraction = Math.sqrt(1/numberOfWindows);
// The top window goes at the lower right - this is different from the
// fixed position schemes where the windows are in "reading order"
// and the top window goes at the upper left.
let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
let xCenter = (fraction / 2) + (1 - fraction) * pos;
let yCenter = xCenter;
return [xCenter, yCenter, fraction];
},
_onCloneEnter: function (clone, event) {
clone._havePointer = true;
if (this._overlappedMode && clone.index != this._windows.length - 1)
clone.raise_top();
this._updateCloneTitle(clone);
},
_onCloneLeave: function (clone, event) {
clone._havePointer = false;
if (this._overlappedMode && clone.index != this._windows.length - 1)
clone.lower(this._windows[clone.index+1]);
this._updateCloneTitle(clone);
},
_onCloneButtonPress : function (clone, event) {
if (clone._animationCount)
return;
this.actor.raise_top();
clone.raise_top();
let [stageX, stageY] = event.get_coords();
clone._buttonDown = true;
clone._dragStartX = stageX;
clone._dragStartY = stageY;
clone._dragStartActorX = clone.x;
clone._dragStartActorY = clone.y;
Clutter.grab_pointer(clone);
this._updateCloneTitle(clone);
},
_onCloneButtonRelease : function (clone, event) {
Clutter.ungrab_pointer();
let inDrag = clone._inDrag;
clone._buttonDown = false;
clone._inDrag = false;
if (inDrag) {
let [stageX, stageY] = event.get_coords();
this.emit('window-dragged', clone, stageX, stageY, event.get_time());
if (clone.realWindow.get_workspace() == this.workspaceNum) {
// Didn't get moved elsewhere, restore position
Tweener.addTween(clone,
{ x: clone._dragStartActorX,
y: clone._dragStartActorY,
time: SNAP_BACK_ANIMATION_TIME,
transition: "easeOutQuad",
onComplete: this._onCloneAnimationComplete,
onCompleteScope: this,
onCompleteParams: [clone]
});
// Most likely, the clone is going to move away from the
// pointer now. But that won't cause a leave-event, so
// do this by hand. Of course, if the window only snaps
// back a short distance, this might be wrong, but it's
// better to have the label mysteriously missing than
// mysteriously present
clone._havePointer = false;
clone._animationCount++;
}
} else {
this._activateWindow(clone.realWindow, event.get_time());
}
},
_onCloneMotion : function (clone, event) {
if (!clone._buttonDown)
return;
let [stageX, stageY] = event.get_coords();
// If we are already dragging, update the position
if (clone._inDrag) {
clone.x = clone._dragStartActorX + (stageX - clone._dragStartX) / this.scale;
clone.y = clone._dragStartActorY + (stageY - clone._dragStartY) / this.scale;
return;
}
// If we haven't begun a drag, see if the user has moved the mouse enough
// to trigger a drag
let dragThreshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
if (Math.abs(stageX - clone._dragStartX) > dragThreshold ||
Math.abs(stageY - clone._dragStartY) > dragThreshold) {
clone._inDrag = true;
}
},
_onCloneAnimationComplete : function (clone) {
clone._animationCount--;
if (clone._animationCount == 0)
this._updateCloneTitle(clone);
},
_createCloneTitle : function (clone) {
let me = this;
let window = clone.realWindow;
let box = new Big.Box({background_color : WINDOWCLONE_BG_COLOR,
y_align: Big.BoxAlignment.CENTER,
corner_radius: 5,
padding: 4,
spacing: 4,
orientation: Big.BoxOrientation.HORIZONTAL});
let icon = window.meta_window.mini_icon;
let iconTexture = new Clutter.Texture({ x: clone.x,
y: clone.y + clone.height - 16,
width: 16, height: 16, keep_aspect_ratio: true});
Shell.clutter_texture_set_from_pixbuf(iconTexture, icon);
box.append(iconTexture, Big.BoxPackFlags.NONE);
let title = new Clutter.Label({color: WINDOWCLONE_TITLE_COLOR,
font_name: "Sans 12",
text: window.meta_window.title,
ellipsize: Pango.EllipsizeMode.END});
box.append(title, Big.BoxPackFlags.EXPAND);
// Get and cache the expected width (just the icon), with spacing, plus title
box.fullWidth = box.width;
box.hide(); // Hidden by default, show on mouseover
clone.cloneTitle = box;
this.actor.add_actor(box);
},
_adjustCloneTitle : function (clone) {
let title = clone.cloneTitle;
if (!title)
return;
let transformed = clone.get_transformed_size();
let cloneWidth = transformed[0];
// Set the title scale to the inverse of this.actor's scale;
// this means its scale is 1.0 with respect to the stage
// (and thus, in the same units as cloneWidth).
title.set_scale(1.0 / this.scale, 1.0 / this.scale);
title.width = Math.min(title.fullWidth, cloneWidth);
let xoff = ((cloneWidth - title.width) / 2) / this.scale;
title.set_position(clone.x + xoff, clone.y);
},
_showCloneTitle : function (clone) {
if (!clone.cloneTitle)
this._createCloneTitle(clone);
this._adjustCloneTitle(clone);
clone.cloneTitle.show();
clone.cloneTitle.raise(clone);
},
_hideCloneTitle : function (clone) {
if (!clone.cloneTitle)
return;
clone.cloneTitle.hide();
},
_updateCloneTitle : function (clone) {
let shouldShow = (clone._havePointer &&
!clone._buttonDown &&
clone._animationCount == 0);
if (shouldShow)
this._showCloneTitle(clone);
else
this._hideCloneTitle(clone);
},
_activateWindow : function(w, time) {
let global = Shell.Global.get();
let activeWorkspace = global.screen.get_active_workspace_index();
let windowWorkspace = w.get_workspace();
if (windowWorkspace != activeWorkspace) {
let workspace = global.screen.get_workspace_by_index(windowWorkspace);
workspace.activate_with_focus(w.get_meta_window(), time);
} else
w.get_meta_window().activate(time);
Main.hide_overlay();
},
_removeSelf : function(actor, event) {
let global = Shell.Global.get();
let screen = global.screen;
let workspace = screen.get_workspace_by_index(this.workspaceNum);
screen.remove_workspace(workspace, event.get_time());
}
};
Signals.addSignalMethods(Workspace.prototype);
function Workspaces() {
this._init();
}
Workspaces.prototype = {
_init : function() {
let global = Shell.Global.get();
this.actor = new Clutter.Group();
let screenWidth = global.screen_width;
let screenHeight = global.screen_height;
this._width = screenWidth * Overlay.WORKSPACE_GRID_SCALE -
2 * Overlay.WORKSPACE_GRID_PADDING;
this._height = screenHeight * Overlay.WORKSPACE_GRID_SCALE;
this._x = screenWidth - this._width - Overlay.WORKSPACE_GRID_PADDING;
this._y = Panel.PANEL_HEIGHT + (screenHeight - this._height - Panel.PANEL_HEIGHT) / 2;
this._workspaces = [];
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let activeWorkspace;
// Create and position workspace objects
for (let w = 0; w < global.screen.n_workspaces; w++) {
this._addWorkspaceActor(w);
if (w == activeWorkspaceIndex) {
activeWorkspace = this._workspaces[w];
activeWorkspace.setSelected(true);
}
}
activeWorkspace.actor.raise_top();
this._positionWorkspaces(global, activeWorkspace);
// Create a backdrop rectangle, so that you don't see the
// other parts of the overlay (eg, sidebar) through the gaps
// between the workspaces when they're zooming in/out
this._backdrop = new Clutter.Rectangle({ color: Overlay.OVERLAY_BACKGROUND_COLOR,
x: this._backdropX,
y: this._backdropY,
width: this._backdropWidth,
height: this._backdropHeight
});
this.actor.add_actor(this._backdrop);
this._backdrop.lower_bottom();
Tweener.addTween(this._backdrop,
{ x: this._x,
y: this._y,
width: this._width,
height: this._height,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
// Create (+) and (-) buttons
let bottomHeight = screenHeight - this._height - this._y;
this._buttonSize = Math.floor(bottomHeight * 3/5);
let plusX = this._x + this._width - this._buttonSize;
let plusY = screenHeight - Math.floor(bottomHeight * 4/5);
let plus = new Clutter.Texture({ x: plusX,
y: plusY,
width: this._buttonSize,
height: this._buttonSize,
reactive: true
});
plus.set_from_file(global.imagedir + "add-workspace.svg");
plus.connect('button-press-event', this._appendNewWorkspace);
this.actor.add_actor(plus);
plus.lower_bottom();
let lastWorkspace = this._workspaces[this._workspaces.length - 1];
if (lastWorkspace.isEmpty())
lastWorkspace.setRemovable(true, this._buttonSize);
// Position/scale the desktop windows and their children
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].zoomToOverlay();
// Track changes to the number of workspaces
this._nWorkspacesNotifyId =
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._workspacesChanged));
this._switchWorkspaceNotifyId =
global.window_manager.connect('switch-workspace',
Lang.bind(this, this._activeWorkspaceChanged));
},
hide : function() {
let global = Shell.Global.get();
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let activeWorkspace = this._workspaces[activeWorkspaceIndex];
this._positionWorkspaces(global, activeWorkspace);
activeWorkspace.actor.raise_top();
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].zoomFromOverlay();
Tweener.addTween(this._backdrop,
{ x: this._backdropX,
y: this._backdropY,
width: this._backdropWidth,
height: this._backdropHeight,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
},
destroy : function() {
let global = Shell.Global.get();
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].destroy();
this._workspaces = [];
this.actor.destroy();
this.actor = null;
this._backdrop = null;
global.screen.disconnect(this._nWorkspacesNotifyId);
global.window_manager.disconnect(this._switchWorkspaceNotifyId);
},
// Assign grid positions to workspaces. We can't just do a simple
// row-major or column-major numbering, because we don't want the
// existing workspaces to get rearranged when we add a row or
// column. So we alternate between adding to rows and adding to
// columns. (So, eg, when going from a 2x2 grid of 4 workspaces to
// a 3x2 grid of 5 workspaces, the 4 existing workspaces stay
// where they are, and the 5th one is added to the end of the
// first row.)
//
// FIXME: need to make the metacity internal layout agree with this!
_positionWorkspaces : function(global, activeWorkspace) {
if (!activeWorkspace) {
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
activeWorkspace = this._workspaces[activeWorkspaceIndex];
}
let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
let scale = wsWidth / global.screen_width;
let span = 1, n = 0, row = 0, col = 0, horiz = true;
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
workspace.gridRow = row;
workspace.gridCol = col;
workspace.gridX = this._x + workspace.gridCol * (wsWidth + GRID_SPACING);
workspace.gridY = this._y + workspace.gridRow * (wsHeight + GRID_SPACING);
workspace.scale = scale;
if (horiz) {
col++;
if (col == span) {
row = 0;
horiz = false;
}
} else {
row++;
if (row == span) {
col = 0;
horiz = true;
span++;
}
}
}
// Now figure out their full-size coordinates
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
workspace.fullSizeX = (workspace.gridCol - activeWorkspace.gridCol) * (global.screen_width + GRID_SPACING);
workspace.fullSizeY = (workspace.gridRow - activeWorkspace.gridRow) * (global.screen_height + GRID_SPACING);
}
// And the backdrop
this._backdropX = this._workspaces[0].fullSizeX;
this._backdropY = this._workspaces[0].fullSizeY;
this._backdropWidth = gridWidth * (global.screen_width + GRID_SPACING) - GRID_SPACING;
this._backdropHeight = gridHeight * (global.screen_height + GRID_SPACING) - GRID_SPACING;
},
_workspacesChanged : function() {
let global = Shell.Global.get();
let oldNumWorkspaces = this._workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
if (oldNumWorkspaces == newNumWorkspaces)
return;
let oldScale = this._workspaces[0].scale;
let oldGridWidth = Math.ceil(Math.sqrt(oldNumWorkspaces));
let oldGridHeight = Math.ceil(oldNumWorkspaces / oldGridWidth);
let lostWorkspaces = [];
// The old last workspace is no longer removable.
this._workspaces[oldNumWorkspaces - 1].setRemovable(false);
if (newNumWorkspaces > oldNumWorkspaces) {
// Create new workspace groups
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
this._addWorkspaceActor(w);
}
} else {
// Truncate the list of workspaces
// FIXME: assumes that the workspaces are being removed from
// the end of the list, not the start/middle
lostWorkspaces = this._workspaces.splice(newNumWorkspaces);
}
// The new last workspace may be removable
let newLastWorkspace = this._workspaces[this._workspaces.length - 1];
if (newLastWorkspace.isEmpty())
newLastWorkspace.setRemovable(true, this._buttonSize);
// Figure out the new layout
this._positionWorkspaces(global);
let newScale = this._workspaces[0].scale;
let newGridWidth = Math.ceil(Math.sqrt(newNumWorkspaces));
let newGridHeight = Math.ceil(newNumWorkspaces / newGridWidth);
if (newGridWidth != oldGridWidth || newGridHeight != oldGridHeight) {
// We need to resize/move the existing workspaces/windows
let existingWorkspaces = Math.min(oldNumWorkspaces, newNumWorkspaces);
for (let w = 0; w < existingWorkspaces; w++)
this._workspaces[w].resizeToGrid(oldScale);
}
if (newNumWorkspaces > oldNumWorkspaces) {
// Slide new workspaces in from offscreen
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++)
this._workspaces[w].slideIn(oldScale);
} else {
// Slide old workspaces out
for (let w = 0; w < lostWorkspaces.length; w++) {
let workspace = lostWorkspaces[w];
workspace.slideOut(function () { workspace.destroy(); });
}
// FIXME: deal with windows on the lost workspaces
}
},
_activeWorkspaceChanged : function(wm, from, to, direction) {
this._workspaces[from].setSelected(false);
this._workspaces[to].setSelected(true);
},
_addWorkspaceActor : function(workspaceNum) {
let workspace = new Workspace(workspaceNum);
this._workspaces[workspaceNum] = workspace;
workspace.connect('window-dragged',
Lang.bind(this, this._onWindowDragged));
this.actor.add_actor(workspace.actor);
},
_appendNewWorkspace : function(actor, event) {
let global = Shell.Global.get();
global.screen.append_new_workspace(false, event.get_time());
},
_onWindowDragged : function(sourceWorkspace, clone, stageX, stageY, time) {
let global = Shell.Global.get();
// Positions in stage coordinates
let [myX, myY] = this.actor.get_transformed_position();
let [windowX, windowY] = clone.get_transformed_position();
let targetWorkspace = null;
let targetX, targetY;
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
// Drag point relative to the new workspace
let relX = stageX - myX - workspace.gridX;
let relY = stageY - myY - workspace.gridY;
if (relX > 0 && relY > 0 &&
relX < global.screen_width * workspace.scale &&
relY < global.screen_height * workspace.scale)
{
targetWorkspace = workspace;
break;
}
}
if (targetWorkspace == null || targetWorkspace == sourceWorkspace)
return;
// Window position relative to the new workspace
targetX = (windowX - myX - targetWorkspace.gridX) / targetWorkspace.scale;
targetY = (windowY - myY - targetWorkspace.gridY) / targetWorkspace.scale;
let metaWindow = clone.realWindow.get_meta_window();
metaWindow.change_workspace_by_index(targetWorkspace.workspaceNum,
false, // don't create workspace
time);
sourceWorkspace.removeWindow(clone.realWindow);
targetWorkspace.addWindow(clone.realWindow, targetX, targetY, clone.scale_x);
}
};
// Create a SpecialPropertyModifier to let us move windows in a
// straight line on the screen even though their containing workspace
// is also moving.
Tweener.registerSpecialPropertyModifier("workspace_relative", _workspace_relative_modifier, _workspace_relative_get);
function _workspace_relative_modifier(workspace) {
let endX, endY;
if (workspace.actor.x == workspace.fullSizeX) {
endX = workspace.gridX;
endY = workspace.gridY;
} else {
endX = workspace.fullSizeX;
endY = workspace.fullSizeY;
}
return [ { name: "x",
parameters: { begin: workspace.actor.x, end: endX,
cur: function() { return workspace.actor.x; } } },
{ name: "y",
parameters: { begin: workspace.actor.y, end: endY,
cur: function() { return workspace.actor.y; } } }
];
}
function _workspace_relative_get(begin, end, time, params) {
return (begin + params.begin) + time * (end + params.end - (begin + params.begin)) - params.cur();
}